30xx Update 1: High Level Overview
If it isn't obvious from the previous articles I've posted, I love the 18xx genre. I am somewhat selfishly making this game because I want to play more stock market driven games, however there are some aspects of 18xx games that work against that. My least favorite part of 18xx are the rounds just before the "end game" begins in full. The time when everyone slows down to a snail's pace, trying to determine their best route out of all the possible choices. I know what you're thinking, this end game is important, it is the culmination of all the work you've put into the game over the last x hours. I don't want to diminish that, but I do want to simplify it, while still providing a game with similar depth.
In 30xx, each companies ability to generate income and inherent value will come from their technology cards in their intellectual portfolios and industries they have built up. Though this is supported by an 18xx-esque transport network, it should remove some of annoying housekeeping that comes into play in late-game 18xx. Let's get into how some of that works.
Company Charter Example
You will notice the two main difference are the addition of the worker pool, and the tech slot. Workers come in a few varieties which differ by color. Green for biologist, blue for chemist, and grey for engineer. This company can hold up to three workers, three biologist and one engineer. The companies available will differ in number of tech slots. Quantity of workers and type are also variable between companies.
Worker anatomy
Each worker consists of a wooden cylinder. In addition to the three flavors of profession these workers come in, they will also each differ in quality. Each worker will contain a 1, 2, or 3 on the bottom of the cylinder representing their research skill.
Worker Uses
In 30xx, the workers will have 3 main uses, the first and arguably most important is bidding in an auction on technology cards. These represent the various avenues of research that can be pursued each round. This is important because patenting technology (e.g. winning an auction for a technology card) allows you to put that card into your portfolio. Their second use now comes into play, workers can then be assigned to technology cards in your company's possession to produce income. The final use of the workers is for resource production, which is also a vital component of obtaining technology cards.
Technology Offer and Auction Board
General idea of this board: A limited amount of technology cards come out each round. Below each card are four triangular spots. These are for the public company tokens. If a company wants to vote on a card he must first place down a token.
Each card has room for 4 public companies to vote but this could change (I guess everything could change, or this game will be shit and not be made). Below each public company token spot are four spots that a players can commit a worker to. Workers will be added to these to the spots with the research number face down, bringing some non-perfect information play into the game.
At the end of the auction round, the combined value of each public company's research points will be compared, whoever contributed the most research (while meeting the requirements) will take the card. Still trying to decide what should happen with workers that become wasted votes.
So what requirements need to be met? Each technology card will require different resources and specific types of workers.
Resources
Aluminum I, II, III, and IV.
Silicon I, II, III, and IV.
Uranium I, II, III, and IV.
Lab I, II, III, and IV.
Instead of building a network between cities, the primary use of the transport network will be to access resources needed to fulfill a requirement for their technology card of interest. Public companies will also need to choose which industries to pursue. The game will start with only basic versions of each resource. As the phase advances, the level of resources available will also advance.
Technology Cards
These cards will provide the owning company with income if a worker is assigned to it. Each card will be categorized into a different phase (yellow, green, russet, or gray). The phase advancement will be dictated by these technology cards the same way that trains push the phase forward in 18xx. This also allows for resource obsolescence (e.g. Aluminum I is outdated when Aluminum III enters the game.
Hex Map
Instead of cities, some of the hex spots will have a natural resource available to exploit. Public companies can choose to build up industry on these spots if they have a valid route to the tile. Tiles corresponding to each industry with different transport connections will be available. Once built, a second or third company can choose to cohabitate that spot if an available empty token marker spot is available. However this becomes increasingly expensive.
General Round Overview
Stock Phase
This will function much like a standard 18xx auction phase.
Operation Phase
In this phase, companies will operate. In decreasing share price, each company will be able to interact with the board.
Worker Phase
In this phase, players will choosing how many workers they want to commit to using and the distribution of these workers.
Auction Phase
In this phase, the results of the technology auction will be examined. Winners will receive technology cards into their companies portfolios.
I will go into more detail on the round overview on the next update. The worker phase and the auction phase will require a lot more explanation.